Reading through the release notes I get the impression that Season 11.5 ushers in almost a new game. The new skill system alone is going to break many mighty ships until captains learn the new system - at considerable Respec cost.
Not really. I didn't have much trouble building my ship the exact same way on Tribble as I have it on Holodeck.
You don't need to respec more than once. Go to Tribble, find a build that works (or wait until someone posts them, which I'm sure will happen) and use the free respec on the live server.
If anything, the addition of new unlock paths which will grant even more abilities (as if we didn 't have enough of those ) will make players even more powerful if they choose to specialise in their own career.
The only ships that may be 'broken' in a few hours are highly specialised Science ships... and even the nerfs to Science have been corrected to be less severe. Most other careers will actually benefit, not only from the unlock paths, but also from the higher benefits that Aux power will give below 100.
In the end, the only thing that I still don't like about this skill revamp, is how it has made several of my toons redundant since there is no longer a need to specialise in ground combat.
For now, I'm operating on the assumption that, since they're changing it for the purpose of being easier to understand, it won't be too hard to work out a decent build with some careful thought and a little trial and error. I've never used any of my free respec points, anyway, so assuming those aren't lost this should be no big deal.
For now, I'm operating on the assumption that, since they're changing it for the purpose of being easier to understand, it won't be too hard to work out a decent build with some careful thought and a little trial and error. I've never used any of my free respec points, anyway, so assuming those aren't lost this should be no big deal.
Well a lot of stuff did get different names. So even though most skills have a more detailed description, you will have to know what each skill represents. There are, for example, four different skills (including one new one IIRC) that all influence your shield setting, hardness, performance etc.
For other abilities it is still difficult to assess how much difference something makes in a mission. For example, new cooldown reduction abilities are pretty straight forward, but some stuff like hull penetration may require some testing on NPC's before you get a clear picture if this skill is worth selecting.
In general, I'd recommend everyone who has not done so yet, to go to Tribble and use the free respecs there to try out the system, if you want to figure things out yourself and not wait until someone else posts a good build. It was certainly worth it for me to try things on Tribble first
I need 52 to do everything I did before. This is because there's insufficient throwaways now. It works fine for pure tacs because they can ignore enough science. It would also work for pure science or pure tanking. Some hybrid like me will have to make sacrifices. For me it will be defense. I'm not going to respec for a couple days.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
I just winged it, did a cca, havent been hit yet so no idea how squishy i am but knowing hanger pets were in the skill revamp i bought a carrier a month ago, and after the respec they are alot tankier and do noticably more dps, whether that will level out with me having less dps? I will have to run a couple of isas to find out
That's the thing, the carrier pet boosts are nice in theory if it didn't necessitate compromises in other aspects. My main char has a fleet carrier, but being tac oriented I've had to switch from it to my pilot escort. If there was a way to toggle the carrier skills depending on whether the ship has a hangar and assign them elsewhere when not flying a carrier it would be preferable.
I need 52 to do everything I did before. This is because there's insufficient throwaways now. It works fine for pure tacs because they can ignore enough science. It would also work for pure science or pure tanking. Some hybrid like me will have to make sacrifices. For me it will be defense. I'm not going to respec for a couple days.
Same. My main has a fine tuned hybrid build that took me years to perfect for my own playstyle. Not touching this for awhile. I can live without playing the game.
Something I've found that as a tac escort pilot running an all-antiproton setup- If I want all of the so-called "ultimate tac skills", I would have to assign some of my points into hangar pets and/or projectile weapons, simply because there's nowhere else to use them. And since the toon in question doesn't have any hangar pets or projectile weapons, those points would be totally wasted, which is the last thing I need in a system that doesn't give you enough points to start with.
Comments
You don't need to respec more than once. Go to Tribble, find a build that works (or wait until someone posts them, which I'm sure will happen) and use the free respec on the live server.
The only ships that may be 'broken' in a few hours are highly specialised Science ships... and even the nerfs to Science have been corrected to be less severe. Most other careers will actually benefit, not only from the unlock paths, but also from the higher benefits that Aux power will give below 100.
In the end, the only thing that I still don't like about this skill revamp, is how it has made several of my toons redundant since there is no longer a need to specialise in ground combat.
Well a lot of stuff did get different names. So even though most skills have a more detailed description, you will have to know what each skill represents. There are, for example, four different skills (including one new one IIRC) that all influence your shield setting, hardness, performance etc.
For other abilities it is still difficult to assess how much difference something makes in a mission. For example, new cooldown reduction abilities are pretty straight forward, but some stuff like hull penetration may require some testing on NPC's before you get a clear picture if this skill is worth selecting.
In general, I'd recommend everyone who has not done so yet, to go to Tribble and use the free respecs there to try out the system, if you want to figure things out yourself and not wait until someone else posts a good build. It was certainly worth it for me to try things on Tribble first
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Same. My main has a fine tuned hybrid build that took me years to perfect for my own playstyle. Not touching this for awhile. I can live without playing the game.